PatchWorld in Research

PatchWorld is a multiplayer VR and desktop tool for building musical instruments, electronic devices, and audiovisual systems. You wire modules together visually, like patching a modular synth or a Max/Pure Data patch, but in a shared 3D space where people can build and perform together.

Researchers have studied PatchWorld in music education, accessible instrument design, networked performance, virtual reality platform studies, and more.

Academic research citing or studying PatchXR/PatchWorld, verified against primary sources. 51 publications.

Are you a researcher working with PatchWorld? We'd love to hear about your work. Get in touch at contact@patchxr.com.
Showing 51 publications.
  1. Ppali S, Boem A, Covaci A, Constantinides M, Liarokapis F, Turchet L. Looking inside the VR Music Scene: Mapping Platforms, Events and People. Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems. 2026.

    Human–Computer Interaction Virtual Reality (VR music platforms)

    A CHI 2026 cultural mapping of the Social VR music scene, based on 84 survey responses, 27 interviews, and 17 event observations. PatchWorld is one of the platforms directly studied (not just cited): it appears in the survey data (9 respondents), in an in-person observed live event (a group jam session with 'DJ Patchy'), in participant interview quotes from platform co-founders and users, and in a figure showing screenshots of PatchWorld jam sessions. The paper also notes PatchWorld's academic collaborations (via the MUSMET project) as a model of sustained community-industry-academic partnership.

  2. Zeller L, Leisi CE. Modular observers: OpenSoundLab and PatchWorld as case studies for emerging practices of modular synthesis in extended realities. Organised Sound. 2026.

    Platform Studies Modular Synthesis Extended Reality

    An Organised Sound (Cambridge, 2026) article using OpenSoundLab and PatchWorld as paired case studies for emerging modular-synthesis practices in extended reality. It analyses the discourses and artefacts around modular sound practice in PatchWorld, framed as an XR application integrating music creation, social interaction and virtual space. This is a humanities/practice-based scholarly treatment where PatchWorld is a central object of study. Strong fit for cultural-studies and platform-studies framing of PatchXR.

  3. Bruns L, Rotsch T. XR-Producing im Musikunterricht. Didaktisches Design im Projekt LEVIKO-XR am Beispiel ‹Kollaboratives Musik Erfinden zu Mood Clips in der XR-Applikation PatchWorld›. MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung, 2026. 2026.

    Music Education XR didactics (LEVIKO-XR)

    A MedienPädagogik (2026, Themenheft 68) article on didactic design in the LEVIKO-XR project (Universität Osnabrück / Hochschule für Musik Trossingen / Hochschule Düsseldorf), using the XR application PatchWorld for a 'Kollaboratives Musik Erfinden zu Mood Clips' teaching unit. The full paper (pp.171–195) is a sustained PatchWorld case study including a complete instrument/module inventory (Tab.1, p.176; Anhang Tab.3, p.195) and a TPACK-based teacher-training design built entirely around the app. Directly relevant to curriculum development on PatchWorld.

  4. Voong TM, Balle S, Oehler M. Villa VR: A Faust-Based Multi-User XR Laboratory for Collaborative Learning of Sound Synthesis. Intl. Faust Conference (IFC) 2026, Université Côte d'Azur. 2026.

    Collaborative Learning Sound Synthesis Multi-user XR (Faust)

    An IFC 2026 paper presenting 'Villa VR', a Faust-based multi-user XR laboratory for collaborative learning of sound synthesis. Platforms such as SynthSpace and PatchWorld are cited as demonstrating user demand for XR music tools. PatchWorld appears as market-demand evidence. Relevant to sound-synthesis pedagogy overlapping PatchWorld's education use.

  5. Tauber S. Metaverse Music and Multimedia Storytelling. Handbook of the Metaverse. 2026.

    Metaverse Studies Music & Multimedia Storytelling

    A Handbook of the Metaverse (Springer, 2026) chapter on metaverse music and multimedia storytelling. PatchXR is described as turning music-writing into a metaverse VR experience where users shape music and visuals and add 3D objects to a soundstage. PatchXR is used illustratively among metaverse music tools. Useful as a reference-work citation establishing PatchXR's place in the metaverse-music canon.

  6. Demont S, Mir-Sadjadi A, Buffa M, Robert F. Faust plugins integration in a web-based VR patching environment for collaborative music-making. Intl. Faust Conference (IFC) 2026, Université Côte d'Azur. 2026.

    Web Audio Collaborative VR music-making Faust integration

    IFC-26 (Cannes, France, June 2026) paper on integrating FAUST-compiled DSP plugins as Web Audio Modules into the WAM Jam Party VR patching environment. PatchWorld is named alongside Virtuoso in related work as a commercial/artistic platform evidencing interest in immersive musical performance — a brief, single-sentence namecheck rather than an extended discussion. Relevant as market-context evidence for PatchXR within the Web Audio Modules research cluster.

  7. Mir-Sadjadi A, Buffa M, Winckler M, Robert F. A Review of User Roles in Collaborative VR Music-Making Environments: Towards Role Design Guidelines with WAM Jam Party as a Case Study. OpenReview, 2026. 2026.

    Collaborative VR music User-role design guidelines

    A 2026 review of user roles and permission design in collaborative VR music-making systems, using WAM Jam Party as a case study. PatchWorld is treated substantively: it appears in the corpus table as an 'industry product' reference, is cited as an example of collaborative learning platforms (with Fortnite), and receives a detailed paragraph in Section 3.4.3 describing its public/private world ownership and Edit/Open-for-Edit/View permission model, including the live-session Mic/Touch/Edit permission menu. This is a genuine, multi-point engagement with PatchWorld's actual permission/role system, not a keyword collision.

  8. Brusseau J, Turchet L. An Ethics Framework for the Musical Metaverse. IEEE Transactions on Technology and Society (in press / early access, 2026). 2026.

    Ethics of XR/Metaverse Musical Metaverse AI and Technology Ethics

    A forthcoming/in-press IEEE Transactions on Technology and Society paper proposing an ethics framework (autonomy, privacy, fairness, equity, decentralization) for the Musical Metaverse. The framework is operationalized through structured case-study evaluations of two existing MM platforms. Case study 1 is PatchXR/PatchWorld, evaluated in depth via a direct interview with a PatchWorld co-founder (conducted Dec 12, 2025), covering platform philosophy, avatar identity, privacy architecture, creative-credit/ownership mechanisms, and community-driven governance. This is the single deepest engagement with PatchXR/PatchWorld found in the collection to date — a sustained, multi-page company case study built on primary-source interview material, not a citation of prior publications.

  9. Rennó-Costa C, Souza AMDC, Orichuela SDA, Nobrega JAMD, Manzolli J, Campos CDS. Immersive creativity: a framework for expressive and creative interaction in virtual and mixed reality inspired by musical thinking. Frontiers in Virtual Reality, Volume 7 (2026), Sec. Virtual Reality and Human Behaviour. 2026.

    VR/MR Design Theory Creativity Research Musical HCI

    A 2026 Frontiers in Virtual Reality "Hypothesis and Theory" paper proposing a design framework for VR/MR creative systems modeled on musical creativity (composition, improvisation, embodiment, constraint). PatchXR/PatchWorld is used as a recurring worked example: it appears twice in the paper’s core framework table (Table 1, under "Improvisation" and "Embodiment and Instrument"), is discussed in the "Composer as World-Builder" and "Embodied Instruments" sections, and receives a dedicated case-study paragraph in §5.1 analyzing its visual-programming/patch-cable interaction model and multiplayer collaboration as embodiments of the paper’s design pillars.

  10. Boem A, Skouras S, Hinkis GB, Mousset M, Turchet L. Co-Designing Virtual Reality Musical Instruments and Spatial Layouts for Collaborative Music-Making. Proceedings of the International Conference on New Interfaces for Musical Expression (NIME), 2026. 2026.

    Musical Metaverse VR Musical Instrument design Participatory co-design

    NIME 2026 paper presenting a participatory co-design study conducted entirely inside PatchWorld, with 9 participants from PatchXR's own user community across two workshop groups. Workshop 1 produced the "Universal Rhythm Box," a collaborative rhythmic VR instrument whose design parameters were derived from structured participant feedback and then built by PatchWorld's own R&D team; Workshop 2 co-designed a three-zone spatial layout (host/intermediate/beginner zones) for mixed-skill ensembles. Three of the five authors (Skouras, Hinkis, Mousset) are PatchXR AG staff. Funded by the MUSMET project (EIC Pathfinder). This is a direct PatchXR-commissioned/co-authored case study, not a citation of PatchXR as prior art.

  11. Turchet L, Boem A, Ayoub O, Malandrino F, Llorca J, Fischione C, et al. Towards a Networking Architecture for the Musical Metaverse: The MUSMET Vision. 2025 IEEE 6th International Symposium on the Internet of Sounds (IS2). 2025.

    Musical Metaverse Networking architecture (MUSMET)

    An IEEE IS² 2025 paper setting out the MUSMET vision for a networking architecture for the Musical Metaverse. It argues platforms such as Somnium Space, PatchWorld and VRChat need dedicated networking support for expression and audience interaction. PatchWorld is named as a target platform of the vision. Highest strategic relevance — MUSMET is the EIC Pathfinder project in which PatchXR leads a work package.

  12. Buffa M, Winckler M, Escobar Q, Demont S, Hofr A, Mir-Sadjadi A. Interactive Audio Sculpting: Plugin Customization and UI Affordances in Immersive Environments. 2025 IEEE 6th International Symposium on the Internet of Sounds (IS2). 2025.

    Web Audio Immersive UI/Plugin design Internet of Sounds

    An IEEE IS² 2025 paper on interactive audio 'sculpting' — plugin customisation and UI affordances in immersive environments. It cites research on music education and collaborative performance in immersive settings including PatchWorld (and Fortnite), noting presence and engagement depend strongly on interface design. PatchWorld is referenced as prior art on engagement. Relevant to PatchWorld's plugin/UI design roadmap.

  13. Giudici GA, Stefani D, Boem A, Turchet L. Connecting MIDI Interfaces to the Musical Metaverse. 2025 IEEE 6th International Symposium on the Internet of Sounds (IS2). 2025.

    Musical Metaverse MIDI/Hardware Interfacing Internet of Sounds

    An IEEE IS² 2025 paper on connecting physical MIDI interfaces to the Musical Metaverse. It presents background on Musical XR interfaces and network protocols and explicitly names the PatchWorld Musical Metaverse platform as part of its problem framing. The work targets reducing 'encumbered' musical interaction when bridging hardware controllers into immersive environments. Directly relevant to PatchWorld hardware-integration workflows.

  14. Boem A, Andrioaia OC, Stefani D, Micalizzi A, Turchet L. A Decoupled VR and Real-time Audio System for Distributed Musical Collaboration. 2025 IEEE 6th International Symposium on the Internet of Sounds (IS2). 2025.

    Musical Metaverse Decoupled VR + real-time audio architecture

    An IEEE IS² 2025 paper proposing a decoupled VR and real-time audio system for distributed musical collaboration, offloading audio synthesis and networking to dedicated hardware. It discusses current architectures used in systems such as PatchWorld and CSoundMeta. PatchWorld is cited as a reference architecture. Directly relevant to PatchWorld's networking/audio-engine design.

  15. Boem A, Tomasetti M, Gabriele A, Scipio AD, Micalizzi A, Turchet L. Imagining the Musical Metaverse: a study on the needs and creative practices of composers and musicians. Digital Creativity. 2025.

    Musical Metaverse Creative practices of composers/musicians (qualitative)

    A Digital Creativity (Taylor & Francis, 2025) study on the needs and creative practices of composers and musicians in the Musical Metaverse, focused on three groups of practitioners at two Italian conservatoires. PatchWorld is cited among current VR applications where users can attend group sessions and create. It surfaces practitioner requirements for immersive composition. Strong fit for co-design and creative-community framing with PatchXR.

  16. Boem A, Tomasetti M, Turchet L. Issues and challenges of audio technologies for the musical metaverse. Journal of the Audio Engineering Society. 2025.

    Musical Metaverse Audio technologies (review)

    A Journal of the Audio Engineering Society (2025) review of issues and challenges of audio technologies for the Musical Metaverse. Real-time collaborative music-making needs are analysed against current systems, with PatchWorld cited among commercial applications. It maps technical gaps in immersive audio. Useful review-level positioning of PatchWorld in the audio-engineering literature.

  17. Oehler M, Bruns L, Saurbier B, Voong TM. Impact of Spatial and Communication Environments on Collaborative Music-Making in Virtual Reality: Insights for Music Education. 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). 2025.

    Music Education Collaborative VR Spatial & Communication design

    An IEEE VRW 2025 study on how spatial and communication environments shape collaborative music-making in VR, aimed at music-education insights. Participants collaborated in groups of three inside the PatchWorld app, each using a personalised Ready Player Me avatar, across varied spatial/communication settings. It isolates how environment design affects collaborative creativity. A direct PatchWorld user study with clear education-market relevance.

  18. Buffa M, Winckler M, Escobar Q, Demont S. Using Web Audio Plugins in 3D environments. Web Audio Conference (WAC) 2025 (Inria HAL). 2025.

    Web Audio Mixed Reality Web Audio plugins in 3D

    A WAC 2025 paper on using Web Audio plugins inside 3D environments. It explicitly names PatchXR/PatchWorld as a mixed-reality platform and notes PatchXR has been used by Bell in real-time VR performances. PatchXR is cited as both a platform reference and evidence of live-performance use. Relevant to Web-Audio-Module interoperability with PatchWorld.

  19. Hedges JM, Sazdov R, Johnston A. Belly of the Beast: Insights from Developing a VR Interactive Music Experience. Conference paper, 2025 (UTS OPUS repository). 2025.

    VR Interactive Music Experience (practice-based)

    A 2025 practice-based paper reporting insights from developing a VR interactive music experience. PatchWorld XR is cited as extending the possibilities of music-making by lowering the technical barriers relative to conventional DAW-based creation. PatchWorld appears as comparative prior art for accessible VR music creation. Relevant to PatchXR's low-barrier authoring thesis.

  20. Pinkl J. Didactic Application of Extended Reality for Drumming and Polyrhythms. PhD Dissertation, University of Aizu. 2025.

    Extended Reality Motor Learning Music Education Drumming Polyrhythms

    PhD dissertation on XR-based didactic tools for drumming and polyrhythms. Contributions include the "VR Polyrhythmic Samchillian" instrument and an Action Observation/Virtual Co-embodiment ("halvatar") drumming trainer, tested in a pilot study and a 20-subject MR-based follow-up study. PatchWorld is cited in the literature review as a commercially available VR musical instrument (VRMI) platform.

  21. Richter J. Immersive Medien und Klang: Die ästhetische Wahrnehmung und Gestaltung von Musik und Klang in der virtuellen Realität. PhD Dissertation (Inaugural-Dissertation), Hochschule für Musik und Theater Hamburg. 2025.

    Music Aesthetics Virtual Reality Sound Design Musical Metaverse

    PhD dissertation (Dr. sc. mus., Hochschule für Musik und Theater Hamburg, 2025) on the aesthetic perception and design of music and sound in virtual reality. Section 9.2 is a dedicated case study on PatchWorld (paired with Virtuoso as the two 'Best Practice' examples analyzed in the thesis), covering its origin, developer PatchXR, block-based patching system, sound generation, spatial audio, immersion, and social interaction/user roles. Also includes a full transcribed interview with PatchXR co-founder Joel Sadler (Section 12.5.1) on PatchWorld's design philosophy and creative goals. By far the most extensive treatment of PatchWorld found in this database.

  22. Uro P. Interaction, Space, and Copresence in Co-Located Mixed Reality. PhD Thesis, Université de Lille / McGill University (HAL tel-05484406). 2025.

    Human-Computer Interaction Mixed Reality Collaborative Musical Instruments

    PhD thesis (Université de Lille & McGill University, 2025) on interaction, space, and copresence in co-located mixed reality musical instruments. Chapter 4 discusses Jonathan Bell's PatchXR-based networked instrument (citing Bell's ICMC 2023 'Networked Music Performance in PatchXR and FluCoMa' paper) as an example of a 'grabbing-the-air' viewpoint-manipulation metaphor letting geographically distributed participants explore a sound corpus arranged by timbre similarity. 🚩 Note: the word 'PatchXR' itself appears only in the bibliography entry, not in the body text — the body text describes Bell's work without naming the platform directly.

  23. Buffa M, Escobar Q, Hofr A. Vers un métavers musical collaboratif : expériences web multi-participants. 32e Journées d'Informatique Musicale (JIM25), GRAME/Inria, Villeurbanne, France, pp.132–143. 2025.

    Musical Metaverse WebXR Web Audio Modules Collaborative Music Creation

    A French-language JIM25 (Journées d'Informatique Musicale 2025) paper presenting WAM Jam Party, a BabylonJS/WebXR multi-user musical metaverse host built on Web Audio Modules (WAMs), with CRDT-based (Yjs) state synchronization. In its related-work section, PatchXR is named once in a list alongside Carillon, Gamelan Land, and an AR composition platform, citing Jonathan Bell's ICMC 2023 paper on networked performance in PatchXR. No direct engagement with PatchWorld's own features.

  24. Dziwis D, Boem A, Nowakowski M, Turchet L. Perspectives on Practical Implementations in the Web-based Musical Metaverse. 2025 IEEE 6th International Symposium on the Internet of Sounds (IS2). 2025.

    Musical Metaverse Web-based XR WebXR/Web Audio engineering

    A 2025 IEEE IS2 paper on practical challenges of building web-based Musical Metaverse applications, from developer, creator, and audience perspectives, drawing on the authors’ own "Orchestra" toolbox (PdXR, VERSNIZ, live-coding tools). PatchWorld is named once in the introduction as one of several existing VR music platforms (alongside VRChat, Mozilla Hubs, Somnium Space, CSoundMeta) — a namecheck, not a subject of the paper’s own analysis.

  25. Giacomelli S, Scipio AD, Rinaldi C. The Musical Metaverse Research Project: a MusicTech Survey. 2025 IEEE 6th International Symposium on the Internet of Sounds (IS2). 2025.

    Musical Metaverse XR music research programme survey

    IEEE IS2 2025 self-assessment survey of the Italian PRIN-funded Musical Metaverse pilot project (2023-2026), structured across three pillars: User-Centered Design, Technological Innovation, and Application & Evaluation. Reviews ~22 peer-reviewed outputs from the project's four research units (UniTN, PoliTO, ConsAQ, SAE Milan). PatchWorld appears once, in Pillar I, as one of several development tools (alongside Unity and A-Frame) that XR-music experts cited as preferred tools in a semi-structured interview study by Boem et al. Not a case study of PatchWorld itself; the project's own tools are Unity/A-Frame/Wwise-based custom prototypes (Musical Metaverse Playgrounds, MEVO, etc.).

  26. Boem A, Dziwis D, Tomasetti M, Etezazi S, Turchet L. 'It Takes Two' — Shared and Collaborative Virtual Musical Instruments in the Musical Metaverse. 2024 IEEE 5th International Symposium on the Internet of Sounds (IS2). 2024.

    Musical Metaverse Shared/collaborative virtual instruments

    An IEEE IS² 2024 paper on shared and collaborative virtual musical instruments in the Musical Metaverse. In PatchWorld, it notes, multiple users can create new virtual musical instruments in shared virtual environments. PatchWorld is cited as an exemplar of collaborative instrument creation. Directly relevant to PatchWorld's multiplayer instrument-building features.

  27. Boem A, Tomasetti M, Turchet L. Harmonizing the Musical Metaverse: unveiling needs, tools, and challenges from experts' point of view. Proceedings of the International Conference on New Interfaces for Musical Expression (NIME'24), 4–6 Sep 2024, Utrecht, Netherlands. 2024.

    Musical Metaverse NIME Networked Music Performance (expert study)

    A NIME 2024 systematic study of the Musical Metaverse combining a literature survey of 24 multi-user immersive music systems with interviews of 11 expert developers. PatchWorld is catalogued as a patching-paradigm VR creation environment with a custom audio engine and multiplayer mode, and at least two interviewees (a platform founder/CTO tier) reported building instruments in and using PatchWorld's sound engine. The paper surfaces the field's core unmet need: standardised networking/data-synchronisation stacks. High strategic relevance — PatchWorld is treated as a reference commercial platform and a power-user's tool.

  28. Przybylka N, Brönnecke K, Malmberg I, Zender R. XR-Producing im Musikunterricht. Working paper / preprint (ResearchGate). 2024.

    Music Education XR-Producing (didactics)

    A German-language article on XR-Producing in music teaching. It discusses XR technologies across music-education settings and highlights PatchWorld (patchxr.com) as a platform where multiple users interactively and collaboratively produce music. PatchWorld is presented as a didactic tool for collaborative music production. Aligned with the LEVIKO-XR education research strand.

  29. Boem A, Tomasetti M, Gabriele A, Scipio AD, Turchet L. User needs in the musical metaverse: a case study with electroacoustic musicians. Proceedings of the International Conference on New Interfaces for Musical Expression (NIME'24), Utrecht, The Netherlands. 2024.

    Musical Metaverse Electroacoustic musicians' needs (case study)

    A 2024 case study on user needs in the Musical Metaverse with electroacoustic musicians. Existing tools for creating audio-visual experiences are cited, including PatchWorld and EXA. It gathers requirements from a specific practitioner community. Relevant to PatchWorld's electroacoustic/experimental user segment and co-design.

  30. Iványi BA, Tjemsland TB, May L, Robidoux M, Serafin S. Participatory Design of a Collaborative Accessible Digital Musical Interface with Children with Autism Spectrum Condition. Proceedings of NIME 2024 (Utrecht, Netherlands). 2024.

    Accessibility & Inclusive Design Participatory design Autism

    A 2024 participatory-design study creating a collaborative, accessible digital musical interface with children with Autism Spectrum Condition. Interactive stations for DatoDuo and PatchXR were used, with the setup offering diverse experiences to participants. PatchXR is used as one of the hands-on music stations. Directly relevant to accessibility and inclusive-design studies with PatchWorld.

  31. Schnug D, Tsang L. Exploring Magical Musical Interactions In Web Based Virtual Environments. Web Audio Conference (WAC) 2024 (HAL). 2024.

    Web Audio VR music composition magical interactions

    A WAC 2024 paper on magical musical interactions in web-based virtual environments, describing a web VR music-composition experience. The Patch World application for Meta Quest by PatchXR is cited as an intriguing related option. PatchWorld appears as comparative prior art. Relevant to web-vs-native VR music authoring comparisons.

  32. Mills D. Accessible Virtual Reality Musical Instruments: Facilitating Inclusion and Accessibility in Design. PhD Thesis, Queen's University Belfast (QUB Pure Research Portal). 2024.

    Accessible/disability-inclusive VR musical instrument design

    PhD thesis (QUB, 2024) on Accessible Virtual Reality Musical Instruments (AVRMIs) for musicians with disabilities. PatchXR/Patchworld is discussed substantively and repeatedly (not a single keyword hit): as a commercial VR instrument trialled by participants alongside Virtuoso and Exa, as a benchmark for 'modular widget, embodied facilitation, and multiplayer playground' design, and as a case study in disability-inclusive facilitation via avatar-based guidance and multiplayer asset hand-off between users. Directly relevant to PatchXR's accessibility and multiplayer-facilitation design.

  33. Dziwis D, Hadjakos A. Interface Modules for Extended Reality in Music. Proceedings of the International Conference on New Interfaces for Musical Expression (NIME'24), Utrecht, The Netherlands. 2024.

    Musical XR / VR Musical Instruments Physical Computing

    A NIME 2024 paper presenting an open-source modular interface tool (integrating the SPINE sensor toolkit with the IVES 3D/audio engine in Max) for building XR musical instruments and interactive installations with custom physical controllers. PatchXR/PatchWorld is cited once, in the introduction, as an existing example of developing VRMIs from within a VR environment itself. No further engagement with PatchWorld's features follows.

  34. Buffa M, Hofr A, Girard D. Using Web Audio Modules for Immersive Audio Collaboration in the Musical Metaverse. IS2 2024 - IEEE International Symposium on the Internet of Sounds, Sep 2024, Erlangen, Germany. 2024.

    Musical Metaverse WebXR audio collaboration Web Audio Modules (WAM)

    IS2 2024 paper presenting WAM Jam Party, a BabylonJS/WebXR immersive multi-participant version of the Web Audio Modules (WAM) plugin ecosystem, letting users build 3D music installations from note generators, virtual instruments and audio effects in VR. Synchronization uses Yjs CRDTs; usability tests with six users showed the approach was largely easy to use. In the related-work section, the authors situate WAM Jam Party against other multi-user VR music works, including a footnote description of PatchXR as a commercial sandbox for building virtual worlds from modular patches. PatchXR/PatchWorld is not studied directly; it is cited as prior art alongside Carillon, Ciciliani, Gamelan Land, and Bauer & Bouchara.

  35. Bruns L, Dalfovo S, Feitsch J, Holtmann A, Rotsch T, Saurbier B, et al. Untersuchung der (sozialen) Präsenz in der kollaborativen VR-Musikanwendung PatchWorld in Bezug auf die Verwendung im schulischen Kontext. Jahrestagung des Arbeitskreis Musikpaedagogische Forschung (AMPF), 24-26 Sep 2024, Berlin. 2024.

    Music Education Social Presence in VR LEVIKO-XR project

    AMPF 2024 poster reporting a study of (social) presence in the collaborative VR music app PatchWorld, focused on its use in school/classroom contexts. Part of the EU/BMBF-funded LEVIKO-XR project on XR music education. Abstract explicitly names PatchWorld (patchxr.com) as a VR app where multiple people interactively and collaboratively produce music, suited to producing-oriented music-education scenarios (sound compositions, sound experiments, collaborative sound design). PatchWorld is the direct object of study, not a passing citation.

  36. Bruns L, Saurbier B, Voong TM, Oehler M. Presence and Flow in Virtual and Mixed Realities for Music-Related Educational Settings. 2024 IEEE 5th International Symposium on the Internet of Sounds (IS2), 1st IEEE Workshop on the Musical Metaverse, Erlangen. 2024.

    Music Education Social Presence and Flow in XR LEVIKO-XR project

    IS2 2024 (1st IEEE Workshop on the Musical Metaverse) paper investigating how multi-user XR scenarios affect perceived social presence and flow in music-related educational tasks. Body text confirms the study tasks were conducted directly inside PatchWorld, comparing same-room, different-room, headset and voice-communication conditions. This is the preliminary exploratory study (N=21) that the later VRW 2025 paper (Oehler et al., already in this sheet) builds on for its power analysis.

  37. Bell J. Networked Music Performance in PatchXR and FluCoMa. Proceedings of the International Computer Music Conference (ICMC) 2023, Shenzhen, China. 2023.

    Networked Music Performance Computer Music VR

    A sole-authored ICMC 2023 paper by Jonathan Bell describing networked music performance built directly in PatchXR combined with the FluCoMa corpus-analysis toolkit. PatchXR is used to build gesture-based control interfaces that query segmented audio corpora, letting remote performers interact to simulate chamber-music ensembles. This is one of the deepest artist-researcher engagements with PatchXR as a live performance instrument. Central, not incidental, use of PatchXR.

  38. Onderdijk KE, Bouckaert L, Dyck EV, Maes P. Concert experiences in virtual reality environments. Virtual Reality. 2023.

    Virtual Reality Concert experiences (empirical)

    A Virtual Reality (Springer, 2023) empirical paper on concert experiences in VR environments. PatchXR is cited among tools opening new opportunities for sound production and experience in VR, amid growing financial and creative investment in VR music concerts. PatchXR appears as a landscape reference. Useful for concert/experience-design context.

  39. Turchet L. Musical Metaverse: vision, opportunities, and challenges. Personal and Ubiquitous Computing. 2023.

    Musical Metaverse (vision paper)

    A Personal and Ubiquitous Computing (Springer, 2023) vision paper defining the Musical Metaverse, its opportunities and challenges — a foundational, heavily-cited reference. The PatchXR company is named as an example whose products let musicians create in immersive environments. PatchXR is cited as a real-world instance of the vision. High-value anchor citation associating PatchXR with the Musical Metaverse concept.

  40. Dziwis D. PdXR - the Evolution of Pure Data into the Metaverse. Proceedings of the International Computer Music Conference (ICMC) 2023. 2023.

    Computer Music Pure Data in the Metaverse VR instruments

    An ICMC 2023 paper presenting 'PDxr', an approach bringing Pure Data into the metaverse for virtual instruments and networked performance. Out-of-the-box applications such as Patch World are cited as enabling the creation of musical instruments and interactive installations. PatchWorld is referenced as an existing turnkey option. Relevant to PatchXR's positioning versus Pd-based DIY toolchains.

  41. Bell J. Maps as Scores: 'Timbre Space' Representations in Corpus-Based Concatenative Synthesis. Proceedings of the Intl. Conference on Technologies for Music Notation and Representation (TENOR) 2023. 2023.

    Computer Music Corpus-Based Concatenative Synthesis VR

    A TENOR 2023 paper examining 'timbre space' map representations as scores within corpus-based concatenative synthesis. Bell frames PatchXR as a playful VR digital audio workstation whose core patching metaphor aligns with FluCoMa's notion of creative coding environments. The work bridges score representation, timbre navigation and immersive interaction. PatchXR is positioned as an exemplar CCE for spatial music-making.

  42. Loveridge B. An overview of immersive virtual reality music experiences in online platforms. Journal of Network Music and Arts, Vol. 5(1), 2023 (Stony Brook University Commons). 2023.

    Virtual Reality Immersive Music Experiences Platform overview

    A Journal of Network Music and Arts (2023) overview of immersive VR music experiences on online platforms. Patch World is listed alongside Virtuoso and Electronauts as tools letting users create music in VR with a more intuitive workflow. PatchWorld appears in a comparative survey rather than as the focus. Useful as a landscape citation positioning PatchWorld among consumer VR music apps.

  43. Bell J. Synthèse concaténative en réalité virtuelle. JIM 2023 (Journées d'Informatique Musicale). 2023.

    Concatenative Synthesis Virtual Reality

    Migrated from Needs Review per checklist note (dedupe of confirmed paper). Explores concatenative synthesis techniques in a virtual reality context.

  44. Bell J, Wandji O, Yamada S. Networked Music Performance. GT Musique en Réseau session, JIM 2023 (Journées d'Informatique Musicale). 2023.

    Networked Music Performance Musical Metaverse

    A short French-language companion paper (GT Musique en Réseau session, hosted via JIM 2023) to Bell's solo ICMC 2023 paper (row 25), co-authored with Oceane Wandji and Shiho Yamada. Describes networked chamber-music sessions performed live inside PatchXR's newly-released multiplayer mode, using FluCoMa corpus-based concatenative synthesis to let remote performers (piano, saxophone, shakuhachi, vibraphone, voice) query a shared 3D sound corpus with gesture-based VR controls. Documents specific performed pieces with linked video excerpts. PatchXR is the central platform of the entire paper, not incidental.

  45. Jin C, Wu F, Wang J, Liu Y, Guan Z, Han Z. MetaMGC: a music generation framework for concerts in metaverse. EURASIP Journal on Audio, Speech, and Music Processing. 2022.

    AI & Music Generation Metaverse concerts

    A EURASIP Journal on Audio, Speech, and Music Processing (2022) paper presenting MetaMGC, a music-generation framework for metaverse concerts. PatchXR is cited as letting artists turn a place into an instant music studio via spatial equivalents of a visual programming engine to create and perform music. PatchXR appears as a reference point for spatial music creation. Relevant to PatchXR's agentic/generative positioning.

  46. Larrieux E, Speziali S. Augmented objects as portals into virtual worlds: Using audio to create immersive experiences in extended realities. AudioMostly 2022. 2022.

    Extended Reality Spatial audio Augmented objects as portals

    An Audio Mostly 2022 (ACM) paper on using augmented objects as portals into virtual worlds, creating immersive audio experiences in XR. The VR experiences PatchXR and Batvision are cited as examples in the spatial-music design space. PatchXR appears as a referenced immersive-audio experience. Relevant to spatial-audio and portal-style interaction concepts; a Swiss ZHdK group geographically close to PatchXR.

  47. Tutescu A. Flow, intuitive interaction design and music production in an audio-first VR experience. MSc thesis, HAW Hamburg. 2022.

    Interaction Design Flow Audio-first VR (thesis)

    A 2022 HAW Hamburg master's thesis on flow, intuitive interaction design and music production in an audio-first VR experience. PatchXR — noted as recently released as PatchWorld on Quest 2 — is discussed as a project that advances the 'music jam in VR' concept. PatchWorld is treated as a formative reference for the author's design work. Relevant to onboarding and flow design.

  48. Bauer V, Bouchara T. First steps towards augmented reality interactive electronic music production. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). 2021.

    Augmented Reality Electronic Music Production VR/XR workflows

    An IEEE VRW 2021 paper on first steps toward AR interactive electronic music production. PatchXR is cited as a system that extends existing Pure Data and Max/MSP workflows into XR, and is flagged as a source of reusable objects for future AR work. PatchXR is treated as a key reference implementation for XR music. Early, substantive citation of PatchXR.

  49. Lee L, Lin Z, Hu R, Gong Z, Kumar A, Li T, et al. When creators meet the metaverse: A survey on computational arts. arXiv preprint arXiv:2111.xxxxx, 2021. 2021.

    Computational Arts Metaverse survey

    A widely-cited 2021 arXiv survey on computational arts as creators meet the metaverse. PatchXR is highlighted as having taken a major leap by providing a spatial equivalent of visual programming for music, letting artists turn a place into a music studio on the fly. PatchXR is featured as a notable creative-tech advance. Strong survey-level visibility for PatchXR.

  50. Abreu I, Cabezas R, García AMC, Kasep G. Snap to Grid: An Immersive Audiovisual Experience for Meta Quest 2. CENTRO x Meta report. 2021.

    Immersive Art Music Visualization VR Installation Metaverse Museography

    Report on "Snap to Grid," a large-scale immersive Meta Quest 2 installation exploring music visualization, audiovisual narrative, and speculative architecture, produced through a CENTRO/Meta collaborative learning program. The background section references PatchWorld as the environment used for a prior 2021 work by the same artists ("Desierta"), in which instruments built in Blender were transferred into PatchWorld and operated via an avatar.

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